What Would You Not Want Buffed?
the greatsword is in a good place. i would like to see a reduced cooldown on skill number 5 but meh.
the greatsword is in a good place. i would like to see a reduced cooldown on skill number 5 but meh.
Can’t really agree with that, the auto attack damage on GS could definitely use some love.
the greatsword is in a good place. i would like to see a reduced cooldown on skill number 5 but meh.
Can’t really agree with that, the auto attack damage on GS could definitely use some love.
Yeah I agree. A bit more damage would be nice.
I think warhorn and torch are in good spots, along with off hand dagger and axe.
Basically I like our off hands. They don’t need buffed.
Healing Spring seems good though classifying the heals as a TYPE might be nice like some classes get. Same with Troll Urgent.
Sword doesn’t need to be buffed at all though whether or not to remove the STICKY affect is not something I’ll classify as a buff or nerf to avoid that.
Signet of the Wild for speed is fine as is too, I think. Gives you a reason to use it for a hard hitting maul.
Rampage as One and Entangle are good as well.
Most everything else might need some work.
Would not want any more underwater combat buffs. Since the aquaman patch, I think Rangers are good there.
Will update once Path of Fire releases.
Longbow damage, or base pet damage
longbow because obviously, it’s damage is in a good spot right now (though perhaps we need to spread out the damage a bit. e.g. a 5-10% nerf to autoattack, but 100% buff to the damage of #4, if they’re close to you (sort of a reverse of autoattack)
base pet damage because i don’t want pets to become a “required” part of your build. it would just spell nerfs for other things. buffing the damage if you trait into beastermastery though, i can get behind.
LB is in a pretty good spot. Aside from barrage being a little hard to use, it’s in the right place atm.
Only thing that need polish is how the traitline works right now. Skirmishing traits are just too lackluster in many aspects. GS traits tend to all stuck in survival/nature lines too. Beastmaster has many useless traits that’re hardly used, plus pet damage is pretty bad to invest in Beastmaster. (Used to scale better though)
Rampage as One and Entangle are good as well.
Entangle could use some bug fixes though. From what I’ve been seeing and hearing it cleanses/stops applying ticks of bleed and immobilize if the the target goes into stealth, and its hit detection can be dodgy — especially on uneven terrain.
Other than that, it’s a very good controll elite for both power and condi specs.
I’d say signet, longbow and most of survival skills (sharpening stone being the black sheep here) don’t need buff.
I’d say signet, longbow and most of survival skills (sharpening stone being the black sheep here) don’t need buff.
I disagree. I think Signets and Survival all need some QoL polishing.
Signet of Hunt active should last for 3 hits instead of just one so people will be more willing to activate it.
Signet of Restoration should transfer all conditions from the user to pet regardless of the distance. The group removal should still stay as 600 radius, but for ranger himself, it should be guaranteed removal.
Signet of Wild active should also include the stun break feature. The cast time should still be there to prevent instant burst, but currently the stability doesn’t help too much if it doesn’t break stun.
Sharpening Stone should have it’s CD reduced, or rework the skill entirely so it worth that long CD.
Lightning Reflex should remove soft CC like chill and cripple too, because the current version retreat distance will be greatly hindered by soft CC. Even if you trait for SotF, you’ll still suffer through soft CC first before activate the condition removal, which is just silly and clunky.
Signet of Wild active should also include the stun break feature. The cast time should still be there to prevent instant burst, but currently the stability doesn’t help too much if it doesn’t break stun.
A stun break doesn’t help too much with a 1 second cast time. I’d much rather it be instant cast so you can prevent the stun in the first place.
Signet of Wild active should also include the stun break feature. The cast time should still be there to prevent instant burst, but currently the stability doesn’t help too much if it doesn’t break stun.
A stun break doesn’t help too much with a 1 second cast time. I’d much rather it be instant cast so you can prevent being knocked around in the first place.
Signet of Wild active should also include the stun break feature. The cast time should still be there to prevent instant burst, but currently the stability doesn’t help too much if it doesn’t break stun.
A stun break doesn’t help too much with a 1 second cast time. I’d much rather it be instant cast so you can prevent the stun in the first place.
I was thinking of that too, but consider how it’ll set up an instant burst with QS and SotW, I think cast time should still be there. But a QoL of stunbreak still helps.
I don’t know if it makes me a bad player, an unaware player, or just impatient, but I can’t use SotW most of the time because the activation time is so long. Seems like if you’re going to have a short duration stability, you’d want it a little more on-demand. I’d rather just dodge…
I don’t know if it makes me a bad player, an unaware player, or just impatient, but I can’t use SotW most of the time because the activation time is so long. Seems like if you’re going to have a short duration stability, you’d want it a little more on-demand. I’d rather just dodge…
I use it in my zerg build for a second source of stability to use after RaO runs out. I would love to use it for stomps on my melee build but the cast time is just too long. It would be nice to have access to 1 instant stability but I’d be settle for a half second cast instead of a full second.
As far as making SotW a stun break… I think it would be too strong since it also buffs your damage and speed.
I’d prefer not to see anymore bandaid fixes to the pet system, but at the same time would like to system looked at. The more I think about it, it seems to me that ranger was a rush job that could have really used additional development time to truly function as working concept.
the greatsword is in a good place. i would like to see a reduced cooldown on skill number 5 but meh.
I would also like to see a slight range increase on the skill. +80 range maybe?
I would increase the range or reduce the cast/connection time of Hilt Bash. And maybe shave 2 seconds off from Counterattack if it connects successful hit.
Whirling Defense could be castable in move.
Path of Scars could cripple for 2 seconds.
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